local success = setmetatable({ }, { __tostring = function() return "success" end }) local running = setmetatable({ }, { __tostring = function() return "running" end }) local fail = setmetatable({ }, { __tostring = function() return "fail" end }) local Node do local _class_0 local _base_0 = { run = function(self) return success end, update = function(self, ...) local result = success if not self.started and self.start then result = self:start(...) self.started = true end if result == success then result = self:run(...) end if result == success then if self.finish then result = self:finish(...) end self.started = false end return result end } _base_0.__index = _base_0 _class_0 = setmetatable({ __init = function(self, fns) if fns == nil then fns = { } end for key, value in pairs(fns) do self[key] = value end self.success = success self.running = running self.fail = fail self.started = false end, __base = _base_0, __name = "Node" }, { __index = _base_0, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 Node = _class_0 end local Sequence do local _class_0 local _parent_0 = Node local _base_0 = { update = function(self, ...) local result = success if self._running then result = self._running:update(...) if not (result == running) then self._running = false end end while result == success and self.index < #self.nodes do self.index = self.index + 1 result = self.nodes[self.index]:update(...) end if result == running then self._running = self.nodes[self.index] else self.index = 0 end return result end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, nodes) if nodes == nil then nodes = { } end self.nodes = nodes _class_0.__parent.__init(self) self.index = 0 self._running = false end, __base = _base_0, __name = "Sequence", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Sequence = _class_0 end local Selector do local _class_0 local _parent_0 = Node local _base_0 = { update = function(self, ...) local result = fail if self._running then result = self._running:update(...) if not (result == running) then self._running = false end end while result == fail and self.index < #self.nodes do self.index = self.index + 1 result = self.nodes[self.index]:update(...) end if result == running then self._running = self.nodes[self.index] else self.index = 0 end return result end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, nodes) if nodes == nil then nodes = { } end self.nodes = nodes _class_0.__parent.__init(self) self.index = 0 self._running = false end, __base = _base_0, __name = "Selector", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Selector = _class_0 end local Random do local _class_0 local _parent_0 = Node local _base_0 = { update = function(self, ...) local index = math.floor(math.random() * #self.nodes + 1) return self.nodes[index]:update(...) end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, nodes) if nodes == nil then nodes = { } end self.nodes = nodes return _class_0.__parent.__init(self) end, __base = _base_0, __name = "Random", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Random = _class_0 end local RandomSequence do local _class_0 local _parent_0 = Node local _base_0 = { shuffle = function(self) self._shuffled = { } for i = 1, #self.nodes do local r = math.random(i) if not (r == i) then self._shuffled[i] = self._shuffled[r] end self._shuffled[r] = self.nodes[i] end end, update = function(self, ...) local result = success if self._running then result = self._running:update(...) if not (result == running) then self._running = false end end local tmp while result == success and #self._shuffled > 0 do result = self._shuffled[1]:update(...) tmp = table.remove(self._shuffled, 1) end if result == running then self._running = tmp else self:shuffle() end return result end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, nodes) if nodes == nil then nodes = { } end self.nodes = nodes _class_0.__parent.__init(self) self._running = false return self:shuffle() end, __base = _base_0, __name = "RandomSequence", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end RandomSequence = _class_0 end local RandomSelector do local _class_0 local _parent_0 = Node local _base_0 = { shuffle = function(self) self._shuffled = { } for i = 1, #self.nodes do local r = math.random(i) if not (r == i) then self._shuffled[i] = self._shuffled[r] end self._shuffled[r] = self.nodes[i] end end, update = function(self, ...) local result = fail if self._running then result = self._running:update(...) if not (result == running) then self._running = false end end local tmp while result == fail and #self._shuffled > 0 do result = self._shuffled[1]:update(...) tmp = table.remove(self._shuffled, 1) end if result == running then self._running = tmp else self:shuffle() end return result end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, nodes) if nodes == nil then nodes = { } end self.nodes = nodes _class_0.__parent.__init(self) self._running = false return self:shuffle() end, __base = _base_0, __name = "RandomSelector", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end RandomSelector = _class_0 end local Repeat do local _class_0 local _parent_0 = Node local _base_0 = { update = function(self, ...) local result = success if self._running then result = self.node:update(...) if not (result == running) then self._running = false end end while result == success and self.counter < self.cycles do self.counter = self.counter + 1 result = self.node:update(...) end if result == running then self._running = true else self.counter = 1 end return result end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, cycles, node) if cycles == nil then cycles = 2 end if node == nil then node = Node() end self.cycles, self.node = cycles, node _class_0.__parent.__init(self) self.counter = 1 self._running = false end, __base = _base_0, __name = "Repeat", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Repeat = _class_0 end local Succeed do local _class_0 local _parent_0 = Node local _base_0 = { update = function(self, ...) if running == self.node:update(...) then return running else return success end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, node) if node == nil then node = Node() end self.node = node return _class_0.__parent.__init(self) end, __base = _base_0, __name = "Succeed", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Succeed = _class_0 end local Fail do local _class_0 local _parent_0 = Node local _base_0 = { update = function(self, ...) if running == self.node:update(...) then return running else return fail end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, node) if node == nil then node = Node() end self.node = node return _class_0.__parent.__init(self) end, __base = _base_0, __name = "Fail", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Fail = _class_0 end local Invert do local _class_0 local _parent_0 = Node local _base_0 = { update = function(self, ...) local result = self.node:update(...) if result == running then return running elseif result == success then return fail else return success end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, node) if node == nil then node = Node() end self.node = node return _class_0.__parent.__init(self) end, __base = _base_0, __name = "Invert", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end Invert = _class_0 end local RunOnce do local _class_0 local _parent_0 = Node local _base_0 = { update = function(self, ...) if not (self.ran) then local result = self.node:update(...) if not (result == running) then self.run = true end return result else return fail end end } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, node) if node == nil then node = Node() end self.node = node _class_0.__parent.__init(self) self.ran = false end, __base = _base_0, __name = "RunOnce", __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end RunOnce = _class_0 end local behave = { Node = Node, Sequence = Sequence, Selector = Selector, Random = Random, RandomSequence = RandomSequence, RandomSelector = RandomSelector, Repeat = Repeat, Succeed = Succeed, Fail = Fail, Invert = Invert, RunOnce = RunOnce, success = success, running = running, fail = fail } behave.clone = function(object) local cls = getmetatable(object).__class.__name local new = behave[cls](object) if object.nodes then local nodes = { } for k, v in pairs(object.nodes) do nodes[k] = behave.clone(v) end new.nodes = nodes elseif object.node then new.node = behave.clone(object.node) end return new end return behave